Oath of the Hunt

by Jadeor

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Oath of the Hunt

Oath of the Hunt

Dragons burn and and devour. They must be hunted. Demons corrupt and murder. They must be hunted. Giants flatten and destroy. They must be hunted. Oozes... ooze and stuff. They must be hunted. Undead... you get the point.

A Sacred Oath

Paladins that take this oath have a simple goal: to hunt and kill powerful creatures such as dragons, giants or demons. For these paladins, the Hunt is everything. Finding creatures that are worthy prey is a .

Tenets of the Hunt

The tenets of this oath are focused on the hunt.

  • Prepare. You must never start a hunt unprepared, for if you were to be defeated monsters would run rampant.

  • Hunt. You must not let your prey escape, not while you draw breath.

  • Kill. You must never back down from a hunt. To compromise with chaos and destruction is to invite it.

Oath of the Slayer Spells
Paladin Level Spells
3rd absorb elements, hunter's mark
5th flame blade, see invisibility
9th elemental weapon, haste
13th elemental bane, locate creature
17th hold monster, steel wind strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Exploit Weakness. You can use your Channel Divinity to learn and exploit a creature's weaknesses. As a bonus action, choose a creature you can see within 60 feet of you. You learn any damage immunities, resistances and vulnerabilities the chosen creature has. Additionally, choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic or thunder damage. The creature becomes vulnerable to the chosen damage type until the end of its next turn.
  • Sense Prey. You can use your Channel Divinity to sense your prey. As an action, choose a creature type other than humanoid. For the next hour, you can sense the direction and distance from you of the nearest creature of the chosen type.

Aura of Caution

Starting at 7th level, you, and friendly creatures within 10 feet of you, all add your Charisma modifier to your and their passive Wisdom (perception) scores.

Additionally, whenever you, or a friendly creature within 10

Dragon Hunter, by Ling Yun

feet of you, make a Wisdom (survival) check to track or locate a creature, you or they add your Charisma modifier to the result.

At 18th level, the range of this aura increases to 30 feet.

Hunter's Focus

At 15th level, you have the focus of a hunter. Whenever you fail a Constitution saving throw to maintain concentration on a spell or ability, you can choose to succeed instead.

You can choose to succeed this way a number of times equal to your proficiency bonus, after which you can't choose to do so again until you finish a long rest.

True Prey

At 20th level, as a bonus action on your turn you can mark a creature you can see within 120 feet of you as your true prey. For the next minute, you gain the following benefits against the marked creature:

  • All damage your true prey deals to you is halved.
  • Weapon attacks you make against your true prey have advantage, and deal an additional 1d8 damage on a hit.
  • When you mark your true prey, and as a bonus action on your following turns, you can teleport up to 120 feet to an unoccupied space you can see within 10 feet of it.

Once you've used this feature, you can’t use it again until you finish a long rest unless you expend a 5th-level spell slot to do so.

 

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